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Video: Watch Jimmy Fallon Play Super Mario Odyssey On The Nintendo Switch

It’s been well publicised how the current host of The Tonight Show is a big fan of Nintendo. Every year E3 rolls around, Jimmy Fallon often gets Reggie and his crew on so he can try out the latest Nintendo systems and games. 

We have also heard stories in the past about how he missed out on a chance to date the Australian star, Nicole Kidman. All because he seemingly “wasn’t interested” – instead opting to laze around his apartment and play Mario Bros.

Given his history with Nintendo, it’s no surprise he’s been sent a free copy of Super Mario Odyssey for the Switch. In the video below he explores New Donk City whilst making a few jokes and taking in the sights and sounds. 

Let us know in the comments if you’re having as much fun as Jimmy is playing Super Mario Odyssey. 

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This Week At Bungie – 10/26/2017

This week at Bungie, we launched Destiny 2 on PC.

The PC version of Destiny 2 is finally here. Amid all the excitement, you might have missed your introduction to the team that made this moment possible. 

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Thanks to everyone who has joined us on this new platform. If this is your first Bungie game, we welcome you with open arms.

Looking Ahead

Right now at Bungie, we’ve passed the development torch from the people that made Destiny 2 to the people who will sustain it. We began a new conversation at TwitchCon with an introduction to two designers from the Live Team who are working on seasons of change for your Guardian lifestyle. If you missed their panel discussion, here is a glimpse at some of the items you can look forward to earning in Season 2.

The conversation continues about how this game will evolve. Game director Christopher Barrett is also working on making Destiny 2 a game that will challenge and reward you in new ways. You may have heard from him in the past, as he introduced new ways to play in House of Wolves and Rise of Iron. He’s an engaged player – a Guardian like you – and he has some new thoughts about how the world of the game should adapt to the way you play.

CB: Hey, everyone. We’ve been playing the game in the wild for seven weeks, and like the Destiny experiences that have come before, we’re always thinking about where the game is heading next. We’re still planning when a bunch of the improvements listed below are going to make their way into the game, but we wanted to let you know what we’re up to. Here’s a short list of updates we’re working on:

  • New systems and rewards to give our most engaged players additional, optional pursuits.
  • Better incentives for players who complete challenging Prestige activities.
  • Better rewards and replay value for strikes, adventures, and Lost Sectors.
  • Private matches for the competitive community (we are targeting early 2018).
  • Crucible tuning like adjusted Supremacy scoring and better spawning rules.
  • Better incentives for completing Crucible matches (and penalties for quitting competitive games).
  • Continued improvements to Iron Banner and Faction Rallies, including uniqueness of rewards.
  • Changes to make the mod economy more interesting and impactful.
  • Ongoing improvements to Exotics, including adjustments to reduce instances of duplication.
  • New ways to spend surplus currency and materials (looking at you Legendary Shards).
  • An emote interface that allows players to equip Salty, Spicy Ramen, Six Shooter, and Flip Out all at the same time.

There’s more we’re working on. We’ll talk again soon. 

-Barrett

Patch Note Preview

Next week, we will be deploying Patch 1.0.6. Stay tuned to @BungieHelp for dates and times early next week. It contains a fix to an emote issue and should help you find more Guardians backing you up in public spaces. There are also several Crucible changes that affect scoring and spawning. These are not all of the notes – we’ll have the full list for you when the update goes live. 

General

  • Fixed an issue with collision detection on the Bureaucratic Walk emote
  • Fixed an issue causing players to encounter empty public spaces too often in free roam

Crucible

  • Updated Mercy Rule settings to allow Mercy to activate slightly later in the match, allowing a wider range of scores to trigger it.

Clash

  • Reduced score limit to 50 (was 75)

Control

  • Reduced score limit to 90 (was 100)
  • Reduced influence that enemy-controlled zones exert over the spawning system

Survival

  • Reduced round time limit to 2 minutes (down from 3) 
  • Reduced life count to 6 (down from 8)

Supremacy

  • Increased score-to-win to 70 (up from 50)
  • We now grant one point for defeating an enemy Guardian
  • Adjusted the influence that enemy crests have on the spawning system

Known Knowns

Destiny Player Support has been hard at work tracking down all of the known issues with the PC launch and making sure they have our public list up to date. If you have issues to report, they will be your huckleberry. 

This is their report.  

Destiny 2 PC Launch: Known Issues

Since the release of Destiny 2 on PC, we have been recording verified issues within the Vital Information and Known Issues thread. The following is a list of confirmed issues that have come up since launch:
  • SSSE3 Required: Destiny 2 will not run on processors without Supplemental Streaming SIMD Extensions 3 (SSSE3). PLEASE NOTE: We’ve seen a number of reports of crashes on CPUs that fall below our stated minimum specs (e.g. AMD Phenom II series). We are investigating the issue and will attempt to fix the crash, but these CPUs are below minimum spec and are not officially supported.
  • AMD Vega crashes: We are aware of player-reported crashes at Mission Six for players using AMD Vega GPUs, and are we working with our partners to investigate this issue.
  • Clan Roster: We are aware of player reports describing the Clan Roster not appearing in Destiny 2 on PC. We are investigating this issue.
  • Error codes: BUFFALO, TRUMPET, and CHIVE knowledge base articles have been updated with information relevant to issues players have encountered with Destiny 2 on PC.
  • Beta emblems: We are aware that players who participated in the Destiny 2 PC Beta have not received the appropriate emblem within their Collection. We will provide additional information once it is available.

Reporting PC Issues to the #Help Forum

If you are encountering any issues not listed within the Vital Information thread, we advise posting a report to the PC Support forum on #Help. When reporting an issue, please include the following:
  • BattleTag with numerical suffix
  • Configuration info: CPU, GPU, RAM, GPU driver version, and operating system
  • DxDiag: Steps on how to provide this may be found within this thread under “Reporting Issues”
  • Issue information: Destination, activity, and description of the issue that occurred.

This information is greatly beneficial to issue investigations, whether communicated through a newly posted thread or as a reply to a report that has already been posted by another player. Please note that players may not be provided with actionable steps in response to their report. However, all reported information is escalated to our internal teams for investigation.

Early Screening

The previews are over and it’s time for your feature presentation. There are some great movies this week. The winners will be receiving a special emblem in Destiny 2. We are waiting on a fix to grant emblems right now, but it should be coming soon. If you want a shot at winning next week, submit your movie to the Creations page. Here are this week’s winners.

Move of the Week: The Quickfang Sword Montage

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Honorable Mention: Utopia

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Honorable Mention: Destiny 2 Gun Sync

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Destiny 2 feels really good on PC. I plan on spending a good portion of my weekend leveling up my third Hunter on my third platform. Maybe I’ll run into you during a public event? 

There is another update coming next week and you just got a look at some of our future plans on how we will support the game. Thanks for continuing to help us shape the game by playing and giving us feedback.

<3 Cozmo

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Review: Volgarr The Viking (Switch eShop)

With a final groan you are thrown backwards. Freezing in mid-air, your clothes and flesh melt away before your bloody skeleton explodes. This little moment plays out whenever you receive a final, fatal hit and it’s a moment you’ll be seeing a lot in Völgarr the Viking. This action platformer may have first seen release on other systems in 2013 but its inspiration comes decades prior to that, not just with its 16-bit pixel art aesthetic, but with its brutal difficulty.

Its opening moments match those of Rastan and the game has similarities to Taito’s 1987 game as well as Capcom’s Ghosts ‘n Goblins series. You work your way through a series of worlds slashing at some bad guys, lobbing spears at others whilst also climbing ropes and leaping over hazards. Jumping can at first seem awkward as you are unable to change direction once you’ve made your leap, but a double-jump is possible and here you can make your adjustments or just go for extra distance. Anyone who’s played Super Ghouls ‘n Ghosts recently on their SNES Mini will know what to expect here, although Völgarr’s double jump also features a spin attack that is useful for slicing through airborn attackers.

You begin the game armed with your sword, a spear and a frankly rubbish shield that breaks after a mere two blocks. Luckily the first weapon upgrade grants you a superior metal guard as well as the ability to charge up spear shots; charged spear shots do more damage and take out multiple enemies at once. You can also acquire a helmet, allowing an extra hit, and a flaming sword to more efficiently deal with the hostiles encountered on your adventure. Throw in your roll ability to get through gaps or avoid danger and you have all the tools needed for a relaxed adventure.

Well, not quite.

The tools are certainly handy but what will actually get you through are the failures, those regular deaths and the mistakes learnt from them. This could be frustrating, but where the game excels is that it is always clear why you failed. Enemies move in set ways, jumps are a matter of timing. When you die you know it’s because you didn’t block that guard’s attack quick enough, you now realise that roll won’t take you past that spider and of course if you’d waited a little longer that jump would have taken you past the fire pit. It’s a matter of small margins, and knowing that slight adjustments will get you that bit further gives the game an addictive quality as you become sure of what needs to be done and are certain you’ll manage it the next time around. Then you do manage it and you die a bit further along, but you know why you died and you go again.

The controls are also a big help as they are responsive and straightforward, again ensuring deaths are due to your own errors. There’s a button to attack and one to jump; press up and attack to throw a spear, down and jump to roll. One potential problem is that in the heat of the moment you may find yourself rolling or throwing a spear when you didn’t intend to. If you are prone to unintentional direction presses, however, fear not – developer Crazy Viking Studios has you covered. Dive into the options menu and you can disable the up/attack and down/jump combinations. This doesn’t remove those moves from your arsenal, either, as they are also mapped to their own buttons.

Whilst the game never feels unfair with its challenge, you will have to set aside a bit of time when playing. In another throwback to gaming of ye olde times, there are very few checkpoints. Actually, with the exception of the final one, each world is split into two stages and the start of the second stage is your only checkpoint. Also, that checkpoint is only in place whilst you are playing. Struggle through to the second stage, then exit the game for a rest and you will find on return that you are back at the first section; you can always make liberal use of the system’s ‘Sleep’ option as an alternative. Of course if you are struggling through the first part you’re probably not ready to tackle the second, but the setup is a far cry from the frequent autosaves of many modern titles; this is not a game you can play in quick bursts here and there – at least not whilst you are still learning the levels.

There’s a lot of enjoyment in figuring out your way through the worlds, but even once cleared they still entertain due to good level design that sees you perform a variety of jumps, climbs and slides en route to the boss. The action isn’t just left-to-right, either, as sometimes you’ll be working vertically through levels and you’ll find yourself using spears thrown into walls as makeshift platforms.

There’s a good range of locales visited during your adventure including a zombie village, a fiery castle, an airship stage and a water city (complete with boat ride section). The game also goes for a retro look that suits the gameplay. Some parts of stages can look a little blocky, but good use of colour and shading gives the visuals a cartoony look and flame and water effects work well. It’s possible to tap a button to zoom out the camera for a better look at the level and in the options you can change this to a toggle switch if you’d like to keep this view. This is handy for giving you a heads up of forthcoming dangers, but it can make the game look a bit basic at times with enemies sitting idle until you’ve got close enough to trigger their movement.

Adding to the experience is a good range of sound effects as you slice through enemies, block attacks, smash through things or crash to the floor from a great height. The music is epic, adventurous and at times atmospheric and there are subtle but effective uses of rumble in your controller.

The difficulty of the game ensures you’ll be kept busy with it, with there being several stages of progress. Most new sections result in death and even when you know what to do it isn’t always easy to pull it off. Eventually though you’ll stumble through; next time around you’ll maybe make it and only get hit once. Once mastered you’ll find a section that always ended in an explosive shower of bloody bones, and you’ll hop through without really thinking about those tough earlier battles. Get really good and you’ll find yourself on the Valkyrie path, which offers tougher versions of the worlds.

For those seeking further replay value, there are a number of achievements to go for if that’s what floats your longship, or you could try and collect more treasure or attempt speedrunning. The game keeps records for individual worlds and overall playthroughs and even has a speed run HUD you can activate to see how you’re doing.

Conclusion

Völgarr the Viking is a tough game that will see you die a lot. Many sections will be replayed often as you try to get through, but the game is always fair and whilst the solution to your problem may be tricky, it is at least obvious what needs to be done. A range of enemies and varied level design keeps the action enjoyable and even when you are struggling there are moments to make you smile, whether that’s the way a charged spear sends the impaled foe flying off the screen or a Stan Bush-referencing achievement. The limited checkpoints in worlds are not ideal when trying to learn the levels, and there’s the odd moment where the stylishly retro visuals just look basic, but there’s little else to fault. For those seeking a stern old-school challenge on their Switch, Völgarr the Viking is an excellent choice.

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Video: 4K Trailer For L.A. Noire Gives An Idea Of What It Won’t Look Like On Switch

L.A. Noire arrives on Switch on November 14th, and to build excitement Rockstar has released a new trailer in 4K Ultra HD resolution. 

It gives you a good idea of what the game’s all about – sleuthing, crime solving, flashing police badges, that sort of thing – but we can’t help but feel that for Switch owners it’s perhaps painting too rosy a picture; there’s no chance of 4K on Nintendo’s console, with that lofty resolution reserved solely for the PS4 Pro and Xbox One X.

We’ve not actually seen what the game looks like on Switch yet, but there’s not long to wait now. Are you keen to get your hands on this promising remaster? Let us know with a comment.

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Don’t Miss: 7 classic arcade games that can still teach developers lessons today

Many of us have fond memories of the arcade games of our youth. For a lot of us, dropping quarters into favorites like Pac-Man, Street Fighter, and Frogger was a formative experience, the basis for a life-long passion for video games.

The industry has grown leaps and bounds in the decades since arcade games dominated it, and those coin-op classics may seem quaint or simplistic in retrospect. But look past their age, and you’ll find games with tight controls, layered mechanics that are easy to grasp but difficult to master, inspired uses of music, and efficient storytelling.

There’s a lot that arcade games can teach developers today. With that in mind, we reached out to some industry luminaries and asked them to name some of their favorites that offer a masterclass in game design fundamentals.

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The 1982 arcade game published by Gottlieb, is a pop culture icon thanks to its memorable visuals, uncomplicated mechanics, and unintelligible profanity. It’s played on a single game board consisting of 28 cubes shaped into a pyramid. Using a single, four-way joystick, you start at the top and work to change the color of each cube by hopping between them. A handful of enemies are introduced gradually into the game to impede your progress. Predicting the enemy’s movements, and making use of escape routes, is necessary to successfully change all of the cubes and progress to the next stage.

“It’s beautiful in its simplicity and how its difficulty ramps with that ruleset,” said Chris Johnston, senior producer at Adult Swim Games. “And, of course, it perfectly imitates player frustration in death with Q*Bert’s trademark ‘@!#?@!’”

Takeaway: One simple concept, polished to perfection, can provide a fun and addictive experience.

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Richard Rouse, creator of the upcoming adventure game The Church in the Darkness, says everyone can learn something from Centipede and its interconnected “gameplay ecology.”

In Atari’s classic shoot-’em-up, every creature in the game interacts in some way with the mushrooms that randomly litter the screen. The centipede bounces off of them. The more mushrooms it hits, the faster it descends toward the player. Shooting the centipede creates more mushrooms. Spiders occasionally eat mushrooms they come into contact with, while fleas leave additional mushrooms in their path. Finally, scorpions poison mushrooms they touch, allowing the centipede to dive-bomb the player.

“This interplay of enemy types with the environment is perfectly balanced, with each element enhancing and changing how the other elements behave,” Rouse said, ”and once the player understands these interactions they can become a much better player.”

Takeaway: Centipede uses the synergy between its enemies and environment to add depth and strategy to its lightning-quick gameplay. 

Capcom’s 1993 side-scroller is a great early example of branching narrative, according to Mike Lee, design director on Smash+Grab at United Front Games. Based on the Dungeons & Dragons tabletop role-playing games and set in the Mystara campaign setting, it featured four common fantasy class archetypes (cleric, fighter, dwarf, and elf) fighting against iconic D&D monsters. Some of the game’s bosses included a regenerating troll, a beholder, an archlich and, of course, a dragon. Over the course of Tower of Doom’s story, the players made choices on how they wanted to progress. They could choose between Door A or Door B, for example, or they could choose to take a shortcut through the woods rather than following the path.

“Each choice has different story aspects and experiences that make you want to explore the whole storyline, which require you to play the game more than once,” Lee said. 

Takeaway: A branching narrative is a good way to give players agency and increase replay value.

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Contra, the 1987 run-and-gun action game from Konami, is a prime example of how power-ups can be used to fundamentally change how a player moves and attacks. 

The player begins the game with a rifle and unlimited ammunition. There are four other weapons in the game available as power-ups. There’s a machine gun, a laser gun, a fireball gun whose bullets form a corkscrew pattern, and a spread gun that sprays bullets in five directions. If the player sticks with the default rifle, however, they get two additional power-ups: a rapid fire upgrade and an invincibility barrier.

Although it can be tempting to pick up any of these power-ups when they appear, not every gun is ideal in every situation. “If you take the spread gun but need to focus fire on a single point, the game is much harder, as you need to be really good at dodging or evading while you fire at an end boss for what can feel like forever,” explains United Front Games’ Lee. “If you take the laser [which does narrow, single point damage] and the boss sends out large groups of low health enemies, you can quickly be overwhelmed.”

Takeaway: Contra’s power-ups are integral to its gameplay. They force players to strategize by choosing the right weapon for the right scenario.

“Good storytelling is efficient storytelling,” said Supergiant Games’ Greg Kasavin, and the 1987 beat-’em-up Double Dragon is a masterclass in what he calls “narrative punctuality.”

In the game’s opening moments, members of the Black Warriors gang kidnap Marian, the love interest of martial artist Billy Lee. Seconds later, he and his twin brother, Jimmy, are punching and kicking their way through the gang’s turf to get her back. This brief sequence sets up the game’s entire story without uttering a single line of dialogue.

“Some classic arcade games established conflict, characters, and atmosphere in mere seconds, using no words,” Kasavin said. “While this may have been due to a combination of factors, including technical limitations and the format’s requirement for quick play sessions, contemporary game developers still can go through the exercise of considering how to set up context for their games as quickly and richly as possible.”

Takeaway: When creating your game’s narrative, get to the point as quickly as possible.

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Classic arcade games can create an almost trance-like experience for the player through both their gameplay and presentation, according to Supergiant Games’ Kasavin.

One example of this is Gyruss, a shoot-’em-up released by Konami in 1983. The player, represented by a starship, moves in a wide circle around the screen and fires at enemy ships. Enemies move in swirling patterns and can fire back at the player’s ship or destroy it by contacting it. Once all enemies are destroyed, the player moves on to the next level. The game’s scrolling starfield begins at the center of the screen and spreads outward, creating the illusion of flying through space.

Although Gyruss plays similarly to other arcade games like Galaga, Gyruss is notable for its use of music. It uses a fast-paced electronic version of Johann Sebastian Bach’s Toccata and Fugue in D minor that continuously plays in the background as you progress through each intergalactic level.

“While it’s common for games to have music that changes from level to level, in Gyruss the music just plays on and on, and the stages transition seamlessly from one to the next,” said Kasavin. “Without the customary gaps, fade-outs, or pauses in the experience, the game’s intensity ratchets up and the player becomes that much more focused. The game feels purer for it.”

Takeaway: Like a shark, Gyruss is always moving forward, using its constantly-playing music and constantly-moving background to create one seamless experience.

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Like Gyruss, Sega’s 1985 rail shooter Space Harrier uses a quasi-3D background and constant movement to create a sense of flow. One of the earliest third-person shooters, it’s set in a surreal sci-fi/fantasy world filled with dragons, cyclopean mammoths, and flying robots. The protagonist flies around the screen and uses a laser cannon to blow up enemies and clear each stage.

“Stages transition seamlessly from one to the next, providing you with only brief moments to catch your breath. It feels like one continuous action-packed journey,” said Kasavin.

The original concept for Space Harrier, however, was very different from what eventually made its way to the arcades. It was supposed to feature a player-controlled fighter jet in a realistic military setting, but the idea was rejected due to hardware limitations. That’s when Sega developer Yu Suzuki stepped in to give the game its psychedelic sci-fi twist. It’s now considered to be one of Suzuki’s best works.

Takeaway: If an idea isn’t working, don’t be afraid to throw it out and try something utterly crazy.

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Konami is working on a live-action Contra movie and TV show

Konami has announced that its classic 1987 run-and-gun Contra is being adapted as both a live-action movie and TV drama.

Expanding into film is one way game companies have been working to broaden the appeal of their properties throughout the years, and Konami’s latest project is no exception. According to a press release, Konami says the project itself represents ways it is striving to use its library of IP in “multifaceted ways” for more than just game development.

The live-action renditions themselves are happening through a partnership with the Chinese video-production company Starlight Film, though both are set to see a worldwide release.

At this point, not much else has been revealed about the project but Konami says more details will be announced at a later date.

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Valve’s big Steam Curator overhaul aims to streamline key distribution

The Steam Curator overhaul first discussed at Unite Europe earlier this year has taken form as the Curator Connect program being launched into closed beta today.

The new program itself comes with a number of changes to the existing curator system across the board, but what game developers might be most interested in is how Curator Connect endeavors to make curators more accessible.

For one, Curator Connect gives devs the ability to search for curators by name, operating system, language, or curator-specified tags. Developers are then given details on each matching curator, including their follower counts and linked social media accounts to verify their identity.

But one of the most beneficial changes introduced through the system is the newfound ability for devs to send game copies to a list of selected curators directly through Steam itself rather than the traditional method of sending keys out via email.

In addition to cutting out some of the legwork, the curation overhaul adds some extra security for developers that might be wary about illegitimate review key requests and Steam keys falling into the hands of key resellers. 

Right now, Valve is opening the program up to a few dozen curators to pull in some early feedback ahead of the full Curator Connect launch at an undetermined day a few weeks from now. More details on the coming changes can be found over on Valve’s blog

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Minecraft: New Nintendo 3DS Edition Gets a Retail Release Date

In one of those ‘sure, why not’ announcements, Nintendo of America has confirmed that the physical retail edition of Minecraft: New Nintendo 3DS Edition will arrive on 10th November.

Interestingly, the box art also has an amiibo logo, which suggests the range will be supported in the game via an update – or it’s a design error, we’ll find out soon enough.

As you may recall this was a surprise release following the September Nintendo Direct, though we feel the compromises to get it onto the New 3DS hardware somewhat hinder the experience. Some will also wonder, of course, when we can expect to see the retail release of the rather impressive Switch edition.

Are any of you tempted to pick this up?